You live for the thrill of adventure. You are likely to become famous for discovering some ancient ruin or some long lost artifact.
Gen Dice
- Vitality Creation 1d12 Level Up/Rest 1d6
- Soul Creation 1d12 Level Up/Rest 1d6
- Power Creation 1d12 Level Up/Rest 1d6
Weapon & Armor Types
- Can only use one-handed weapons, but can be any one-handed weapon
- Whips do 25% more damage
- Can only wear light armor
Speciality
Adventurer's are your jack of all trades profession. They become master explorers by learning from other professions. As such, they do not have to spend 2 nodes for one out of profession skill. Instead they need only to spend the one node, treating all out of profession skills as in profession skills.
The Adventurer Profession is all about adventuring. They are the treasure hunters and ruin seekers, forever looking for the next great find. As adventurers, they have had to develop strong abilities in navigating the perils of ancient ruins.
Effects on Weapon Usage
- Can only use one-handed weapons, but can be any one-handed weapon
- Whips do 25% more damage
Effects on Armor Usage
Can only wear light armor.
Profession Level Progression
Adventurer's are basically archaeologists. They like quests and exploring things, especially ancient ruins. Therefore, they focus on skills that help them explore and learn more about these places.
Adventurers progress following the Adventurer Node Chart.
- In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
- Each node cost XP to acquire.
- You can only acquire the nodes for your profession.
- You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
- You get your gen dice rolls for Vitality, Soul, and Power at each new level.
Skills
An adventurer needs to have a wide assortment of skills.
Adventurer Skill Progression
Adventurer Skills
Adventurer Skills are categorized into Explorer Skills, Survivalist Skills, and Archeologist Skills.
Explorer Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Acrobatic Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Easy Acrobatics |
You can empower your acrobatics by 1d4. |
N/A |
| Athletic Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Normal Athletics |
You can empower your Athletics by 1d4. |
Acrobatic Empowerment |
| Brace Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Hard Brace |
You can empower your Brace by 1d4. |
Athletic Empowerment |
| Cartography | 🔮 Support Action | 🔍 Identify/Investigate | N/A | self | 1 hour | Normal Perceive |
Map an area as you travel through it. You can also study an existing map to spot likely routes, hidden areas and inconsistencies. |
Navigation |
| Combat Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d4 rounds | Easy Athletics |
+1 to Athletics, React, and +1d4 to Offensive Power and Bow Power. |
N/A |
| Defense Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d4 rounds | Easy Defense |
+1 to Immunity, Endure, and Defense traits. |
Combat Empowerment |
| Distraction | 🔮 Support Action | 🌀 Confusion, Control | 1 Soul | any within a 3x3 space area | instant | Normal Perform +1 |
Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast. |
N/A |
| Focus Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Easy Focus |
You can empower your Focus by 1d4. |
Adventurer Profession: N/A Gunner Profession: Perceive Empowerment |
| Increased Spoils | 🔮 Support Action | 💪 Empowerment | N/A | self | instant | Normal Luck |
You can increase any gained experience points by a percentage. The percentage is decided by a roll of 1d100. The number rolled shows the percentage increase. Therefore if you roll a 02, you will increase your experience by 2%, a 56 is an increase of 56%, and a 100 is an increase of 100% which is basically double. |
Trade |
| Initiative Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Normal Initiative |
You can empower your Initiative by 1d4. |
Adventurer Profession: Perceive Empowerment Gunner Profession: Soul Empowerment |
| Navigation | 🔮 Support Action | 🛠️ Utility | N/A | self | instant | Easy Perceive |
Can find where you are and nearest town based on what you see. |
N/A |
| Pathfinder | 🔮 Support Action | 👣 Movement Based | N/A | self and party | 1 day | Normal Survival |
Find the safest or the fastest route (choose one) through unfamiliar land. On a success the party avoids one hazard or moves 1d8 spaces farther. |
Navigation |
| Perceive Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Easy Perceive |
You can empower your Perceive by 1d4. |
N/A |
| Read the Room | 🔮 Support Action | 🔍 Identify/Investigate | 1 Soul | 1 group you can see | instant | Easy Insight |
Gauge a group's mood at a glance: hostile, frightened, or hiding something. |
N/A |
| Rumor Mill | 🔮 Support Action | 🔍 Identify/Investigate | N/A | 1 settlement | 1 hour | Normal Insight |
Time spent among locals turns up 1d4 rumors about nearby ruins, dangers, treasure and strange events. The GM decides which are true. |
Streetwise |
| Runic Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Normal Arcana |
You can empower your Runic Power by 1d4. |
Focus Empowerment |
| Streetwise | 🔮 Support Action | 🔍 Identify/Investigate | N/A | 1 settlement | 1 hour | Normal Insight |
Able to determine safe lodging, where to get supplies, transport options, where trustworthy local guides are, as well as pick up on the most recent rumors of the settlement simply by observation. |
N/A |
| Swap for Movement | 🔮 Support Action | 👣 Movement Based | N/A | self | instant | Normal React |
You can swap any action you haven't used yet for another movement. |
Swap for Support |
| Swap for Support | 🔮 Support Action | ᯓ➤ Fast Action | N/A | self | instant | Easy React |
You can swap any action you haven't used yet for an additional support action. |
N/A |
Survivalist Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Energy Trade | 🔮 Support Action | ❤️🩹 Healing | Stats traded | self and 1 ally next to you | instant | Normal Focus |
You can trade either Vitality, Power, or Soul with an ally for either Vitality, Power, or Soul as long as it is not the same stat. You trade at a 1 to 1 rate. Therefore you could trade 4 Power for 4 Soul and so forth. |
Trade |
| First Aid | 🔮 Support Action | ❤️🩹 Healing | 2 Soul | touch | instant | Normal Medicine |
This skill allows you to easily treat wounds, splint broken bones, and heal 1d6 + Medicine worth of Vitality. |
N/A |
| Rationing | 🔮 Support Action | 💪 Empowerment | N/A | self | 1 day | Normal Focus |
With this skill you will use half of an item and get its full effect. That could be with potions, poisons, food, water, arrows, and so forth. Any expendable item counts with this skill. |
Focus Empowerment |
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Use Potion as Defense | 🛡️ Defense Action | 🛡️ Defensive Move | N/A | self | instant | Easy React |
Allows you to use potion as a defense action. |
N/A |
Archeologist Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Appraisal | 🔮 Support Action | 🔍 Identify/Investigate | N/A | 1 item | instant | Easy Perceive |
You can determine something's worth by sight. |
N/A |
| Carry | 🔮 Support Action | 🛠️ Utility | 1 Power | self | 1 hour | Normal Athletics |
Increase weight limit by 50% for 1 hour. |
N/A |
| Decipher | 🔮 Support Action | 🔍 Identify/Investigate | 2 Soul | 1 text or inscription | 1 hour | Challenging Insight |
Work out the basic meaning of an unknown script, cipher or inscription, even in a language you do not know, or a language long lost to time. |
Linguistics |
| Disarm Magic Trap | 🔮 Support Action | ✨ Magic Related | 4 Soul | 1 trapped area near you | instant | Normal Arcana |
You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap. |
Disarm Traps |
| Disarm Traps | 🔮 Support Action | 🛠️ Utility | 2 Soul | 1 trapped area near you | instant | Easy Luck |
You can safely disarm most normal traps. Penalties depend upon the complexity of the trap. |
N/A |
| Identification | 🔮 Support Action | 🔍 Identify/Investigate | N/A | 1 item you can see | instant | Normal Perceive |
You can identify what something is and all of its attributes. You won't be able to know of any magic or curses involved however. |
Appraisal |
| Linguistics | 🔮 Support Action | 📜 Proficiency | N/A | self | 1 minute | Insight, difficulty depends |
This skill allows you to understand spoken language and speak in that language. Each use of this skill gives you 1/2 of your Wisdom as a percentage to learning that language. Once you have that language at 100%, you will not have to use this skill to understand it spoken or to be able to speak it anymore. The difficulty depends on many things such as tone, volume, speed, and familiarity or difficulty of the language it self. If you have learned the written version of the language that could give you a bonus when using this skill. Difficulties and bonuses all are determined by the GM. |
Translate |
| Set Magical Trap | 🔮 Support Action | ✨ Magic Related | 4 Soul | area in front of you | until trap is sprung | Normal Stealth |
You can set a magical trap. You will need to design the trap and have the needed tools, including a magical device such as a rune stone. |
Set Trap |
| Set Trap | 🔮 Support Action | 🛠️ Utility | N/A | area in front of you | until trap is sprung | Easy Stealth |
You can set traps. You will need to design your trap and have the needed materials. |
N/A |
| Trade | 🔮 Support Action | 🛠️ Utility | N/A | 1 item or service | instant | Normal Persuade +1 |
This skill allows you to trade items or services for items or services of equal or lesser value. |
N/A |
| Translate | 🔮 Support Action | 📜 Proficiency | N/A | 1 page or area of writing | instant | Insight, difficulty depends |
With this skill you can translate written language into your own language when you are reading it. This skill will translate one page or one area of written language. Each use of this skill gives you your Wisdom as a percentage towards learning that written language so that you would not have to translate it once you have fully learned it. The difficulty depends upon the condition of the written document and difficulty or unfamiliarity of the language. It will be up to the GM to determine the difficulty applied. |
N/A |
Adventurer Abilities
These are abilities that are unique to the adventurer profession. Only adventurers can obtain and use these abilities:
| Ability | Ability Type | Effects | Requirements |
|---|---|---|---|
| Always an Exit | 🛡️ Passive Ability |
When trapped, cornered or imprisoned, checks to find a way out are one difficulty level easier. |
Quick Thinking |
| Basic Forced March | 🛡️ Passive Ability |
Travel one extra movement action a day at half movement before Fatigue sets in. |
Long Distance Sprinting |
| Basic Read the Ruins | 🛠️ Utility Ability |
Judge a site's age, culture and purpose. |
Racial Lore |
| Basic Relic Lore | 🛠️ Utility Ability |
Identify an old object's age, culture and likely use. |
Lore |
| Basic Sprint Training | 🛡️ Passive Ability |
Sprinting and Long Distance Sprinting Power Cost reduced by half. |
Long Distance Sprinting |
| Close Call | 🛡️ Passive Ability |
Harm from a trap, fall or collapse is reduced by 1d6. |
Detect Traps |
| Decrease Food Needs | 🛡️ Passive Ability |
Cut your needed food requirements based on your race by half. |
Wilderness Survival |
| Decrease Sleep Needs | 🛡️ Passive Ability |
Cut the sleep needs required by your race in half. |
Wilderness Survival |
| Detect Traps | 🛠️ Utility Ability |
Your advanced trap knowledge gives you a +2 to Perceive when looking for traps. |
Trap Knowledge |
| Dungeon Delver | 🛡️ Passive Ability |
+2 to navigate, spot hazards and remember routes in ruins, tombs, caves and built complexes. |
Trailblazer |
| Enhanced Memory | 🛠️ Utility Ability |
You are able to make an Easy -1 History Check anytime you want to remember something that your character should know but had forgotten (or you the player had forgotten). |
Training |
| Extreme Breath Holding | ⚡ Activated Ability |
On top of Focused Breath Holding, spend Vitality to hold on longer: +2 rounds per Vitality spent, never below 1 Vitality (at that point the body forces a breath). |
Focused Breath Holding |
| Faster Climbing | 🛡️ Passive Ability |
Climb at your full movement. |
Skillful Climbing |
| Focused Breath Holding | ⚡ Activated Ability |
Add your Focus score to your Breath Holding score, increasing the time you can hold your breath. |
Long Distance Sprinting |
| Fortune Favors the Bold | 🛡️ Passive Ability |
When you choose the dangerous approach over the safe one, add 1d4 to that check. |
Lucky Break |
| Full Gallop | 🛠️ Utility Ability |
In combat, spend your support action to urge your mount to move one extra die in movement dice. On the road, your mount can keep a fast pace for a full day adding one extra die to its movement dice. |
Horsemanship |
| Greater Forced March | 🛡️ Passive Ability |
Travel an extra movement action a day at full movement before Fatigue sets in. Allies who march with you gain Basic Forced March's benefit. Replaces Novice Forced March. |
Novice Forced March |
| Greater Relic Lore | 🛠️ Utility Ability |
Learn what an artifact does without activating it (the GM may call for a check). |
Novice Relic Lore |
| Greater Sprint Training | 🛡️ Passive Ability |
Your first sprint each combat, or each hour outside combat, costs no Power, and difficult terrain no longer slows your sprint. |
Novice Sprint Training |
| Herbal Identify | 🛠️ Utility Ability |
You are able to identify plants and know their properties. |
N/A |
| Horsemanship | 🛡️ Passive Ability |
You are better at riding horses and other mounted beasts, increasing your movement with them by half. |
N/A |
| Ignore Traps | ⚡ Activated Ability |
You can make a normal luck check to ignore the effects of a trap should you spring the trap. |
Detect Traps |
| Just What I Needed | ⚡ Activated Ability |
Once per session, reveal that you packed a common piece of adventuring gear (GM approval). |
Space Saving |
| Know a Guy | 🛠️ Utility Ability |
Once per settlement, find someone useful there: a fence, a guide, a healer or a scholar. |
Streetwise skill |
| Lasso | 🛠️ Utility Ability |
You are able to lasso your whip around objects, including target's weapons, and attempt to bring them to you with a normal athletics check. Requires a whip. |
N/A |
| Lip Reading | 🛠️ Utility Ability |
+1 to Perceive when attempting to read lips. |
N/A |
| Long Distance Sprinting | ⚡ Activated Ability |
You are able to increase your Move by 1d6 at a cost of 4 Power each time you choose to do so. |
N/A |
| Lore | 🛡️ Passive Ability |
+2 to history thanks to your knowledge about an area's lore. |
N/A |
| Lucky Break | ⚡ Activated Ability |
Once per day, reroll a failed check. |
Quick Thinking |
| Make Do | 🛡️ Passive Ability |
Use the wrong tool, or improvise a missing piece of gear, without the usual penalty. |
Wilderness Survival |
| Mounted Combat | 🛡️ Passive Ability |
Fight from the saddle as well as on foot. Controlling your mount in battle no longer costs your support or move actions. |
Full Gallop |
| No Time to Die | ⚡ Activated Ability |
Once per day, when you would be dropped or incapacitated, stay on your feet for one more round. You will get one more round with this skill to act before death takes effect, allowing you to heal or react. |
Fortune Favors the Bold and That Was Close |
| Novice Forced March | 🛡️ Passive Ability |
Travel an extra movement action a day at half movement before Fatigue sets in. Harsh weather no longer slows your travel and terrain only reduces your movement by 1 at the very most, including terrain that would halve it, such as Deep Snow and Ice. Replaces Basic Forced March. |
Basic Forced March |
| Novice Read the Ruins | 🛠️ Utility Ability |
Also piece together what happened at a site: who was there, when, and how it ended. |
Basic Read the Ruins |
| Novice Relic Lore | 🛠️ Utility Ability |
Understand old mechanisms and puzzles; checks to solve them are one step easier. |
Basic Relic Lore |
| Novice Sprint Training | 🛡️ Passive Ability |
Sprinting also increases your movement by half (rounded down). |
Basic Sprint Training |
| Old Contact | 🛠️ Utility Ability |
Call on contacts in places you've been before, by letter or messenger, for news, favors or supplies. |
Know a Guy |
| Quick Thinking | 🛡️ Passive Ability |
When a plan goes wrong, your first action in response gets +2. |
Initiative Empowerment skill |
| Racial Lore | 🛡️ Passive Ability |
+1 to history when trying to identify anything you can about a race's history, lore, culture, or beliefs. |
Lore |
| Second Wind | ⚡ Activated Ability |
Once per full rest, restore an extra 1d6 Power to yourself. For one hour rests you restore your Power Gen Dice -1. |
Athletic Empowerment skill |
| Skillful Climbing | 🛡️ Passive Ability |
+2 to Athletics for climbing. |
N/A |
| Skipping Sleep | 🛡️ Passive Ability |
You can skip sleep every other night without penalty. |
Decrease Sleep Needs |
| Space Saving | 🛡️ Passive Ability |
Things stored in your bags or packs take half as much storage space. |
N/A |
| Survival Against All Odds | ⚡ Activated Ability |
Outside combat only. Once per day, when exposure, hunger, thirst, heat, cold or exhaustion would worsen your condition or drop you, make a Normal Survival check; on a success, ignore it until you next rest. You also go 1d4 days longer without food or water before penalties begin. |
Make Do |
| Swimming While Armored | 🛡️ Passive Ability |
+1 to athletics for checks to swim while armored. |
Skillful Climbing |
| Swinging | ⚡ Activated Ability |
By making a Normal Acrobatics Check, you can safely swing on your rope or whip that has been lassoed around an object, moving across a gap that is up to double the length of your rope or whip with one movement. |
Lasso |
| That Was Close | ⚡ Activated Ability |
A successful Normal Luck Check and 2 Soul causes you to escape all harm from a trap, fall, or collapse. |
Close Call |
| Trailblazer | 🛡️ Passive Ability |
Difficult terrain does not slow your travel outside combat. Allies following your route get the same benefit. |
Pathfinder skill |
| Training | 🛡️ Passive Ability |
All skills stat cost reduced by 1, but never to less than 1. |
N/A |
| Trap Knowledge | 🛡️ Passive Ability |
You know about traps and how to design them. You can tell what a trap does by looking at them. |
N/A |
| Unnatural Breath Holding | 🛡️ Passive Ability |
Also add your Arcana to your Breath Holding. |
Extreme Breath Holding |
| Wall Scaling | 🛡️ Passive Ability |
Climb sheer or smooth surfaces (castle walls, cliffs, wet stone) without gear, at one difficulty level harder instead of impossible. |
Faster Climbing |
| Well Traveled | 🛡️ Passive Ability |
Learn local customs quickly, avoid giving offense, and get basic intentions across without sharing a language. |
Lore |
| Wilderness Survival | 🛡️ Passive Ability |
+2 to Survival. |
N/A |



